
include('shared.lua')

ENT.RenderGroup 	= RENDERGROUP_BOTH

local matpoint = Material( "sprites/gmdm_pickups/light" );

function ENT:DrawEntityOutline( size )
end

function ENT:Draw()
	self.BaseClass.Draw(self)
	self.Entity:SetRenderBounds( Vector()*-8192, Vector()*8192 )
	
	local pos = self.Entity:GetPos()
	local size = 20
	local dotpos, color
	
	render.SetMaterial( matpoint )
	
	if self:GetCurrentState() == 0 then
		color = Color( 255,0,0,255 )
		dotpos = pos + (Angle(math.random(-180,180),math.random(-180,180),math.random(-180,180)):Forward() * 8)
		render.DrawSprite( dotpos, size, size, color )
	else
		for i=0,6 do
			color = Color( 255,0,0,255 )
			dotpos = pos + (Angle(math.random(-180,180),math.random(-180,180),math.random(-180,180)):Forward() * (40+35*math.sin(8*CurTime())))
			render.DrawSprite( dotpos, size, size, color )
			color = Color( 0,200,255,255 )
			dotpos = pos + (Angle(math.random(-180,180),math.random(-180,180),math.random(-180,180)):Forward() * (40+35*math.cos(8*CurTime())))
			render.DrawSprite( dotpos, size, size, color )
		end
	end
	
	
end

function ENT:Think()
end
